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Found 5 results

  1. For the past few months I have been researching several different games. During that time I have been researching games like "Uncharted 4" and "The Last of Us" (made by Naughty Dog). With this article I want to share my knowledge with my fellow peers, in the hope of empowering and motivating them to learn more about level design. This will be a crash course on the different elements of level flow, that level designers can use to make informed decisions about their level design. 1 - Introduction: What is level flow My definition of level flow: "When t
  2. In the third installment of his Action Adventure Level Design series, Lara Croft creator Toby Gard examines how the design process should incorporate discussions of pacing, structure, and mood -- and how leads can hone their feedback to the team to make it all work. Part 1 described how to create a Level Flow Plan to hand off to the level team. Part 2 described a variety of tools to help turn those Level Flows into detailed, immersive and interesting levels plans. By the end of the process described in the last article -- building through fiction -- you will most likely have a mixture of pa
  3. In this article, Toby Gard introduces the fundamentals behind the design of story-driven levels. While consideration of the gameplay is axiomatic to any successful level design, the inclusion of story elements - characters, objects, pacing, emotional tone, and narrative theme, to name a few - adds a whole new dimension to the process, specifically in the form of cross-team collaboration. Artists, composers, writers, coders, designers all have a hand in the design process, a little bit like the making of a film. Of course, anyone who has worked collaboratively knows that this type of situat
  4. Follow DavidTwitter: https://twitter.com/DavidShaver?lang=enWebsite:http://www.davidshaver.net/ Follow RobertTwitter: https://twitter.com/radiatoryang Website: https://debacle.us/ Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://t.co/hkxwVml0Dp
  5. Curious about what it means to design for the mechanics of a game? You're in the right place, because you're about to get a look into the mindset of the Gears of War level designers. This 'guide' was intended to be a tool for the community to understand how to think when designing maps for the game. Overview: THE “FRONT” THE “VISIBLE FLANK” “FUZZY COVER” LEVEL FLOW AND “LURES” COVER CONSTRUCTION AND PLACEMENT SCALE APPROACH GIMMICKS AND HOOKS VISUAL CLUTTER CONCLUSIONS FINAL THOUGHTS Overview We’re ex
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